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triangle_mesh_terrain.h
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/**************************************************************************/
/* Copyright 2009 Tim Day */
/* */
/* This file is part of Fracplanet */
/* */
/* Fracplanet is free software: you can redistribute it and/or modify */
/* it under the terms of the GNU General Public License as published by */
/* the Free Software Foundation, either version 3 of the License, or */
/* (at your option) any later version. */
/* */
/* Fracplanet is distributed in the hope that it will be useful, */
/* but WITHOUT ANY WARRANTY; without even the implied warranty of */
/* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */
/* GNU General Public License for more details. */
/* */
/* You should have received a copy of the GNU General Public License */
/* along with Fracplanet. If not, see <http://www.gnu.org/licenses/>. */
/**************************************************************************/
/*! \file
\brief Interface for class TriangleMeshTerrain and derived classes.
*/
#ifndef _triangle_mesh_terrain_h_
#define _triangle_mesh_terrain_h_
#include "image.h"
#include "parameters_terrain.h"
#include "triangle_mesh.h"
//! This class holds all the terrain-related methods.
/*! It's intended to be used as a "mix-in", adding terrain generating
functionality to terrain objects subclassed from simpler geometries.
\todo Ugh!!! This is really yucky use of multiple inheritance. Better for these terrain types to have-a TriangleMesh.
*/
class TriangleMeshTerrain : virtual public TriangleMesh
{
public:
//! Constructor.
TriangleMeshTerrain(Progress* progress);
//! Destructor.
~TriangleMeshTerrain();
//! Dump the model as a POV scene.
/*! Virtual method because spherical and flat terrains need e.g different sea-level planes and atmosphere layers.
*/
virtual void write_povray(std::ofstream& out,const ParametersSave&,const ParametersTerrain&) const
=0;
//! Dump the model for Blender.
/*! Unlike write_povray there are no specialisations for flat/spherical terrain.
*/
virtual void write_blender(std::ofstream& out,const ParametersSave&,const ParametersTerrain&,const std::string& mesh_name) const;
//! Render the mesh onto raster images (colour texture, and optionally 16-bit DEM and/or normal map).
virtual void render_texture(Raster<ByteRGBA>&,Raster<ushort>*,Raster<ByteRGBA>*,bool shading,float ambient,const XYZ& illumination) const;
protected:
//! Indices of the set of triangles with all vertices at sea-level
std::set<uint> sea_triangles;
//! Indices of the set of vertices comprising the river network
std::set<uint> river_vertices;
//! Maximum height of terrain (used to scale to/from "normalised" height).
float max_height;
//! Add noise to the terrain
void do_noise(const ParametersTerrain& parameters);
//! Impose a sea level (raise lower vertices, and note sea triangles).
void do_sea_level(const ParametersTerrain& parameters);
//! Apply power law
void do_power_law(const ParametersTerrain& parameters);
//! Generate river network.
void do_rivers(const ParametersTerrain& parameters);
//! Final colouration pass.
void do_colours(const ParametersTerrain& parameters);
//! Invokes all the above steps (sea-level through final colouring) on a pre-subdivided triangle mesh.
void do_terrain(const ParametersTerrain& parameters);
};
//! Class constructing specific case of a planetary terrain.
class TriangleMeshTerrainPlanet : public TriangleMeshSubdividedIcosahedron, virtual public TriangleMeshTerrain
{
public:
//! Constructor.
TriangleMeshTerrainPlanet(const ParametersTerrain& param,Progress* progress);
//! Destructor.
~TriangleMeshTerrainPlanet()
{}
//! Specifc dump-to-povray for planet terrain.
void write_povray(std::ofstream& out,const ParametersSave&,const ParametersTerrain&) const;
};
//! Class constructing specific case of a flat-base terrain area.
class TriangleMeshTerrainFlat : public TriangleMeshFlat, virtual public TriangleMeshTerrain
{
public:
//! Constructor.
TriangleMeshTerrainFlat(const ParametersTerrain& parameters,Progress* progress);
//! Destructor.
~TriangleMeshTerrainFlat()
{}
//! Specifc dump-to-povray for flat terrain area.
void write_povray(std::ofstream& out,const ParametersSave&,const ParametersTerrain&) const;
};
#endif